﻿// /****************************************************************************
//  * Copyright (c) 2021.3 liangxie
//  * 
//  * http://qframework.io
//  * https://github.com/liangxiegame/QFramework
//  * 
//  * Permission is hereby granted, free of charge, to any person obtaining a copy
//  * of this software and associated documentation files (the "Software"), to deal
//  * in the Software without restriction, including without limitation the rights
//  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//  * copies of the Software, and to permit persons to whom the Software is
//  * furnished to do so, subject to the following conditions:
//  * 
//  * The above copyright notice and this permission notice shall be included in
//  * all copies or substantial portions of the Software.
//  * 
//  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//  * THE SOFTWARE.
//  ****************************************************************************/
//
// using UnityEngine;
// using UnityEngine.UI;
//
// namespace QFramework.TimeExtend
// {
//     public class TimerExample : MonoBehaviour
//     {
//
//         Image image;
//         Text  text;
//         Text  text2;
//         Text  text3;
//         Timer timer;
//
//         void Start()
//         {
//             image = GetComponent<Image>();
//             image.type = Image.Type.Filled;
//             image.fillAmount = 0;
//
//             text = GetComponentInChildren<Text>();
//             text2 = GameObject.Find("Text2").GetComponent<Text>();
//             text3 = GameObject.Find("Text3").GetComponent<Text>();
//         }
//
//         private void OnGUI()
//         {
//             if (GUILayout.Button("开启定时"))
//             {
//                 text3.text = "";
//                 if (!Timer.Exist(timer))
//                 {
//                     timer = Timer.AddTimer(5, "12138").OnUpdated((v) =>
//                     {
//                         image.fillAmount = v;
//                         text.text = (v * timer.Duration).ToString();
//                     }).OnCompleted(
//                         () => { text3.text = "计时完成！"; }
//                     );
//                     text2.text = "当前设定时间为：" + timer.Duration;
//                 }
//             }
//
//             if (GUILayout.Button("定时2秒"))
//             {
//                 if (Timer.Exist("12138"))
//                 {
//
//                     Timer.GetTimer("12138").SetTime(2); //当定时器走了大于2秒时按下，会提示错误，并瞬间完成事件
//                     text2.text = "当前设定时间为：" + timer.Duration; //当定时器走了小于2秒时按下，会加速完成
//                 }
//             }
//
//             if (GUILayout.Button("定时-2秒")) //当定时器走了大于2秒时按下，会提示参数必须为正值，并瞬间完成事件
//             {
//                 //当定时器走了小于2秒时按下，会提示参数必须为正值，会加速完成
//                 if (Timer.Exist("12138"))
//                 {
//                     Timer.GetTimer("12138").SetTime(-2);
//                     text2.text = "当前设定时间为：" + timer.Duration;
//                 }
//             }
//
//             if (GUILayout.Button("定时10秒")) //当定时器走了小于2秒时按下，会提示参数必须为正值，会加速完成
//             {
//                 if (null != timer)
//                 {
//                     timer.SetTime(10);
//                     text2.text = "当前设定时间为：" + timer.Duration;
//                 }
//             }
//         }
//     }
// }